![]() |
Re: Invasion! Mod Discussion Beta 0.40
Quote:
However, as the name implies, there are no guarantees, and there is merely a higher-than-expected chance of the high-hitpoint components getting hit. [ March 15, 2004, 18:50: Message edited by: Suicide Junkie ] |
Re: Invasion! Mod Discussion Beta 0.40
Ooo, that's an idea for SE5. An ability to give to components that increases or decreases the likelyhood they will be destroyed before or after other components. http://forum.shrapnelgames.com/images/icons/icon7.gif
|
Re: Invasion! Mod Discussion Beta 0.40
Just got a new member for the Invasion! PBW game!
Welcome Sivran! Still looking for 5 more players. Join now while you still can. Edit: Correction more new players: Woland and Hugh_Manatee. Only 3 spots left now! [ March 18, 2004, 18:18: Message edited by: Combat Wombat ] |
Re: Invasion! Mod Discussion Beta 0.40
Quote:
|
Re: Invasion! Mod Discussion Beta 0.40
*Bump*
Invasion! PBW still needs players |
Re: Invasion! Mod Discussion Beta 0.40
Would like to join the game ^^
|
Re: Invasion! Mod Discussion Beta 0.40
Cool, That means there are only 2 spots left, sign up quick everyone!
|
Re: Invasion! Mod Discussion Beta 0.40
Im sorry Combat Wombat, i had to withdrew from the game. My SE4 Gold is Version 1.91 and i noticed you want to play with 1.84, sorry about that.
|
Re: Invasion! Mod Discussion Beta 0.40
no no no no, I just have not had a chance to get that changed, come back
|
Re: Invasion! Mod Discussion Beta 0.40
But how ?! There is no way my 1.91 SE would be compatimble with your server, and there is no way to downgrade. Believe me, i would like to play...
|
Re: Invasion! Mod Discussion Beta 0.40
I think he meant to say that he is in the process of getting the PBW admins to update the mod to work with 1.91. The game will use 1.91 when it starts. You will be able to play.
|
Re: Invasion! Mod Discussion Beta 0.40
Fyron has it figured out
|
Re: Invasion! Mod Discussion Beta 0.40
oops, i will rejoin the game.
Thanks Imperator Fyron, once again you helped me ! |
Re: Invasion! Mod Discussion Beta 0.40
Invasion! PBW will most likely start tomorrow, this is your Last chance to join.
|
Re: Invasion! Mod Discussion Beta 0.40
Invasion! Beta 0.30 Has Been Released
Download Invasion! 0.30 here: http://www.spaceempires.net/cw/Invasion.exe Invasion! PBW will start tommorow this is your Last chance to join! Change Log: Updated Invasion! for 100% 1.91 compatibility Fixed possible exploit using Engine Reactors More work done with making the mod files size smaller Did some more AI work Added new Emperor Title Long Range Sensors now produce Intelligence Points Medical Bay now produces research points |
Re: Invasion! Mod Discussion Beta 0.40
Only 1 spot left in Invasion! PBW
Edit: Max Players changed to 10 to accomodate demand [ March 30, 2004, 01:04: Message edited by: Combat Wombat ] |
Re: Invasion! Mod Discussion Beta 0.40
Invasion! PBW starts in about 2 hours sign up now or you will hate yourself forever! http://forum.shrapnelgames.com/images/icons/shock.gif
|
Re: Invasion! Mod Discussion Beta 0.40
Invasion! Beta 0.31 Announcement
Invasion! 0.31 will include 3 different types of races. Xenophobic, Imperialistic, and Neutral. These work very much like the Organic, Magical, and Physical races of Adamant. Except these races will have many different bonuses and disadvantages unlike Adamant on top of their different tech trees. Here is the basic idea I have for the 3 race types, though they will grow more detailed as I develop them: Xenophobic Race: Your race is scared of and hates all other races and will goto extreme measures to be left alone. Cheaper: Bases, Sats, Mines, Wepplats 2 more levels of: Bases, Sats, Mines, Wepplats Can't have Engine Reactors Can't have Dreadnought and larger Can't have any type of colony component outside starting type Can't research Colony Ships above Slugship Improved: Shields, Armor, Point Defense +5% to ship defense Imperialistic Race: Your race will stop at nothing until the entire universe bows down before you. Higher costing: Bases, Sats, Mines, Wepplat 2 Less Levels: Bases, Sats, Mines, Wepplat Improved: Anti-Planet Weapons Ships hold one more engine 1 more troops class No Planetary Cloak Generator +5% to Ship Offense Neutral Race: Normal Tech Tree No Advantages/Disadvantages Completed Beta 0.31 changes Added Components: Research Lab I-III Added Components: Intelligence Center I-III Fixed Components: Medical Bay I-V |
Re: Invasion! Mod Discussion Beta 0.40
Quote:
[ April 01, 2004, 17:58: Message edited by: Imperator Fyron ] |
Re: Invasion! Mod Discussion Beta 0.40
Invasion! PBW has started, get colonizing
|
Re: Invasion! Mod Discussion Beta 0.40
Everyone take your Invasion! PBW turns
|
Re: Invasion! Mod Discussion Beta 0.40
Hugh everyone is waiting on you
|
Re: Invasion! Mod Discussion Beta 0.40
heck yeah ! i was checking PBW three times today, just because i wanted the next turn !! I hope tomoroow evening after i returned from work the turn will be ready (18 hours from now)
Hehe. Guess what, i even checked most data files of your mod, just to be prepared for everything. Your mod is well thought out, most things sound ok. I really like how the mounts are used (i.e. different engine mounts and stuff) |
Re: Invasion! Mod Discussion Beta 0.40
Well the first turn of Invasion! has been processed. Off to a slow start but I hope everyone will be more on top of getting their turns in. The 48 hour time limit is a maximum and there is no reason why you cant take your turn sooner than that.
|
Re: Invasion! Mod Discussion Beta 0.40
how is the game going ???
|
Re: Invasion! Mod Discussion Beta 0.40
Though it is a 255 system map 2 races have already made first contact. I've recieved many complaints about the propulsion system so a few changes will be made to that in the near future. Woland stopped taking turns and we tried to contact him over and over but no response so he was booted and mac has taken over.
|
Re: Invasion! Mod Discussion Beta 0.40
Hey CombatWombat,
just so i know: unless you change both the research costs and the propulsion systems in within the next 3-4 turns -> i will leave the game. Its almost unplayable if you ask me, i have propulsion level 6 or 7, not sure, and my ships still move at speed 2. The only thing those researches gave me where a MINOR cost reduce which was balanced out in the end -x mineral +x radioactives. THat sucks imho. Im still only able to build scouts and slughips. Its almost impossible to get bigger ships, which will hopefully allow more engines. Reactors are screwed up, too. To be honest im quite dissapointed. I suggested those changed about 3-4 weeks ago, still you did nothing. Im actually wondering if you ever tested your "mod". I guess you didnt. Im making a quite big mod too, and i testing it each week for a few hours just to make everything works as its supposed work. I even created one AI so i can really "playtest" my mod. |
Re: Invasion! Mod Discussion Beta 0.40
uh yeah, and please dont tell me its BETA 0.30. In actual gaming industry this mod would be considered alpha rather then beta http://forum.shrapnelgames.com/images/icons/tongue.gif
|
Re: Invasion! Mod Discussion Beta 0.40
Invasion! Beta 0.31 Has Been Released
Patch Download Invasion! 0.31 here: http://www.spaceempires.net/cw/Invasion31.exe Full Download Invasion! 0.30 here: http://www.spaceempires.net/cw/Invasion.exe Invasion! PBW is in need of a replacement player. Change Log: Fixed Ship Construction Cost Fixed Base Construction Cost Fixed Scout Propulsion Fixed Data File Clutter Fixed Long Range Sensors Fixed Medical Bay I found this in a backup file I made. This is basicly my first Beta release to the public. When I go back and look at this I am amazed how far the mod has come. Download Invasion! 0.23 here: http://www.spaceempires.net/cw/Invasionbeta23.rar |
Re: Invasion! Mod Discussion Beta 0.40
I have started a new Invasion! PBW game. It's called Invasion! 2nd Wave. So I am looking for 9 players to come play. It should be great fun we are going to play on a small map. Compared to the first games huge 255 system map. So it should be a completely differen't game. Even if you are in the first Invasion! game you are more than welcome to play this one.
|
Re: Invasion! Mod Discussion Beta 0.40
Invasion! 2nd Wave has its first player, Welcome to the game Dinesku
|
Re: Invasion! Mod Discussion Beta 0.40
Invasion! 2nd Wave has its second player, Welcome to the game RazorTSharp
|
Re: Invasion! Mod Discussion Beta 0.40
Alright I have begun an extensive AI testing game for Invasion! and here are some of the early results.
Me Tech Levels : 51 Systems: 3 Planets: 21 Units: 0 Ships: 39 Bases: 10 Place: 1st 2nd Place AI Tech Levels : 40 Systems: 1 Planets: 13 Units: 101 Ships: 5 Bases: 0 3rd Place AI Tech Levels : 40 Systems: 1 Planets: 12 Units: 231 Ships: 9 Bases: 0 4th Place AI Tech Levels : 40 Systems: 1 Planets: 12 Units: 231 Ships: 7 Bases: 0 5th Place AI Tech Levels : 40 Systems: 1 Planets: 10 Units: 106 Ships: 8 Bases: 0 So this shows that the current Invasion! AI still colonizes planets but not as fast as it should. So if you want to play Invasion! Singleplayer the AI is still operable but it will not challange anyone but the most novice players even if it is set on hard will full bonus. |
Re: Invasion! Mod Discussion Beta 0.40
i have found another bug.
While my scouts are finally moving with speed 3, i tried to construct a tiny carrier, which has a max engine setting of 2, again. So i decided to put one level 3 engine in it, and another level 3 reactor. In the design screen it reads "3 movement points" (1 from engine, 2 bonus from reactor), but now that the carrier is ready it can only move at speed ONE. I understand you want to slow down the game (somehow), but carriers / ships which move with speed 1 ?! I must have missed something again. ty |
Re: Invasion! Mod Discussion Beta 0.40
Hmm, I will look into that. It was not done on purpose I assure you. 0.32 will be coming out soon anyways I should be able to have the fix in there
|
Re: Invasion! Mod Discussion Beta 0.40
I have recreated what you are talking about except for my tiny carrier gets 3 movement exactly like its supposed to.
|
Re: Invasion! Mod Discussion Beta 0.40
huh ?! thats definitly weird.
Anyways, you are the game host, so you should be able to log into my empire. Take a look and you should find that carrier at one of the homeworlds ! Just promise you wont share your knowledge about the empire http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Invasion! Mod Discussion Beta 0.40
Quote:
|
Re: Invasion! Mod Discussion Beta 0.40
Umm, how would I go about logging into your empire, I tried what I thought would work and it didn't.
|
Re: Invasion! Mod Discussion Beta 0.40
i have no idea how a game host can log into a empire. i just read that it is possible somewhere. Anyways, since pbw is down you should have enough time to ask a host or something http://forum.shrapnelgames.com/images/icons/icon12.gif If you have ICQ or something then i could send you a screenshot or whatever.
|
Re: Invasion! Mod Discussion Beta 0.40
Well I will ask here, someone is sure to know.
How do I acess another players empire in a PBW game? |
Re: Invasion! Mod Discussion Beta 0.40
Have them give you the password, and then change it for next turn?
|
Re: Invasion! Mod Discussion Beta 0.40
Invasion! needs a replacement player ASAP, its a good empire.
Also Invasion! 2nd Wave is looking for 3 more players so we can start. |
Re: Invasion! Mod Discussion Beta 0.40
Alright Rag your problem is because you don't have crew quarters on your carriers, this is and isn't your fault for some reason the warning has stoped showing up.
|
Re: Invasion! Mod Discussion Beta 0.40
Maybe you have a 0 for the required number of CQ for the carrier entry? Even if the requirement is 0, ships still lose movement if they do not have working C&C comps.
|
Re: Invasion! Mod Discussion Beta 0.40
*doh*
Somehow i forgot to add crew quarters just because the warning doesnt show up ?! Stupid me ! Thanks for figuring that out !! |
Re: Invasion! Mod Discussion Beta 0.40
Invasion! Beta 0.32 will be coming out this week sometime. Here is a list of what to expect. If you see something missing that you wanted fixed or changed please tell me.
Added Component(s): Science Lab I-III Added Component(s): Intelligence Center I-III Modified Facility(s): Temporal Space yar Facility I-III Added Emperor Name(s) Modfied Component(s): Crew Quarters Modfied Component(s): Bridge Modfied Component(s): Auxiliary Bridge Fixed Vehicle Size(s): All Carriers, Some Colony Ships |
Re: Invasion! Mod Discussion Beta 0.40
Invasion! Beta 0.40 Has Been Released
Download Invasion! 0.40 here: http://www.spaceempires.net/cw/Invasion.exe This Version has the most changes of any previous Version. Important Notes: Uncompatiable with previous Versions, you need FQM Deluxe and Image Mod to play properly. This means that all Invasion! PBW games under my control will continue to use Beta 0.31 so I would recommend changing the folder name before installing this Version. Change Log: Uncompatiable with previous Versions Added Space Monsters! Added Component(s): Science Lab I-III Added Component(s): Intelligence Center I-III Added Component(s): Quantum Warp Missile I-V Modified Facility(s): Temporal Space Yard Facility I-III Added Emperor Name(s) Modfied Component(s): Crew Quarters Modfied Component(s): Bridge Modfied Component(s): Auxiliary Bridge Fixed Vehicle Size(s): All Carriers, Some Colony Ships Bases now have limited supplies like in P&N Cut population hitpoints in half Fixed some spelling mistakes Fixed Bonus Drone Speed Fixed some vehicle descriptions Added new Emperor Titles And of course if you have any comments or questions you can post them here. Previous Version are available here Beta 0.3x Full: http://www.spaceempires.net/cw/Invasion3xfull.exe Beta 0.31 Patch: http://www.spaceempires.net/cw/Invasion31.exe Beta 0.23 Full http://www.spaceempires.net/cw/Invasionbeta23.rar [ June 18, 2004, 18:51: Message edited by: Combat Wombat ] |
Re: Invasion! Mod Discussion Beta 0.40
A player dropped from the game and i got a replacement player but he has yet to take his turn. Also Killer Dolphin is in France for a month and I will be taking his turns, but I haven't had a chance to yet. I will execute the turn today whether SkyAshton has taken his or not.
|
Re: Invasion! Mod Discussion Beta 0.40
whats happening with the first pbw game, no new turns for days now ?
|
All times are GMT -4. The time now is 07:16 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.